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Searched refs:useRelaxedPrecision (Results 1 – 3 of 3) sorted by relevance

/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/
Dglslang_wrapper_utils.h126 bool useRelaxedPrecision = false; member
Dglslang_wrapper_utils.cpp1728 if (info.useRelaxedPrecision && info.activeStages[shaderType] && !mFixedVaryingId[id].valid()) in visitVariable()
1742 if (info.useRelaxedPrecision && in transformVariable()
1769 if (info && info->useRelaxedPrecision && info->activeStages[shaderType] && in writeInputPreamble()
1819 if (info && info->useRelaxedPrecision && info->activeStages[shaderType] && in writeOutputPrologue()
3399 if (info->useRelaxedPrecision) in transformDecorate()
3438 if (info->useRelaxedPrecision) in transformDecorate()
3657 if (info->activeStages[mOptions.shaderType] && !info->useRelaxedPrecision) in transformAccessChain()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/vulkan/
DProgramExecutableVk.cpp334 info.useRelaxedPrecision = stream->readBool(); in load()
370 stream->writeBool(info.useRelaxedPrecision); in save()
1160 info.useRelaxedPrecision = true; in resolvePrecisionMismatch()
1169 info.useRelaxedPrecision = true; in resolvePrecisionMismatch()